# Feedback after playing co-op with 3 friends for many days and hours

**URL:** <https://forum.norestforthewicked.com/t/feedback-after-playing-co-op-with-3-friends-for-many-days-and-hours/21490>\
**Category:** Wicked Experimental Branch\
**Tags:** enchantments, crafting, experimental\
**Created:** [January 6, 2026, 6:27pm UTC](https://forum.norestforthewicked.com/t/feedback-after-playing-co-op-with-3-friends-for-many-days-and-hours/21490 "2026-01-06T18:27:59Z")\
**Posts on this page:** 1\
**Showing post:** 10

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**Author:** ![Lombix\_4](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/lombix_4/32/9402_2.png) [@Lombix\_4](https://forum.norestforthewicked.com/u/Lombix_4)\
**Post date:** [January 9, 2026, 10:25pm UTC](https://forum.norestforthewicked.com/t/feedback-after-playing-co-op-with-3-friends-for-many-days-and-hours/21490/10 "2026-01-09T22:25:14Z")

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First of all, I compliment you because your topic is very easy to read, I’m dyslexic and I appreciate it a lot, and in general your criticisms are well founded even if in general I don’t like the solutions you suggested.

> [@Kaybris](#):
>
> - **Reduce damage** of bows and magic significantly.
> - **Reduce effective range** :
> - Maximum range should be ~ **2× spear range** , or about **half a screen**.
> - In Crucible, we could **shoot enemies across the entire map** , which felt wrong.

Bows are very difficult to balance, The extra range is difficult to quantify relative to the damage, and in general, even with the enemy AI update and the new ranged attacks, it’s clear that the developers had melee combat in mind when they designed it, and other changes need to be implemented.

But bows already do little damage compared to the stamina they consume, and it doesn’t make sense to reduce their damage and range at the same time.

The best solution in my opinion is to add the damage falloff (less damage if you are further away more damage if you are closer) to encourage aggressive plays.

We don’t have good damage units so we continue to use lances, the damage at a distance of 1 lance should be higher than the damage they inflict currently, at 2 lances it should be similar, at 3 lances it should be about half and then the damage should drop a lot.

The focus Gain Should also vary based on distance but the runes should do the same damage regardless of distance.

> [@Kaybris](#):
>
> Treat **bows and magic as mid-range weapons** , similar to spears:

I agree but, It has to be done well, because they still have to be perceived as ranged weapons by the players to realize “the fantasy” that is, the desires and expectations that being a mage or being an archer brings.

Some spells already disappear after traveling a certain distance I think depending on the spell the distance should be between 1.5 and 3 lances.

If you want to know my opinion on the mages I wrote it here: [Its fun to be a mage in Wicked? Because - #18 by Lombix\_4](https://forum.norestforthewicked.com/t/its-fun-to-be-a-mage-in-wicked-because/19586/18) .

I also wrote this topic about bows if you’re interested: [NEW BOWS Movesets and Runes can be Improved](https://forum.norestforthewicked.com/t/new-bows-movesets-and-runes-can-be-improved/20890).

> [@Kaybris](#):
>
> Problems with the Current System

You totally get it, I agree.

> [@Kaybris](#):
>
> **Enchants should be “cherry on top”** , not build-defining.

Here I don’t agree, the enchantments have a lot to do with the identity of a build, many are too strong and this leads to blind problems but the idea of ​​the build is largely defined by the enchantments.

> [@Kaybris](#):
>
> Limit powerful enchants:

**The enchantments should all be equally strong,** I don’t think there is any point in having any effects that are significantly stronger than others.

The topic im, most passionate about is the Enchantment System I proposed a detailed rework of the entire system here: [The RNG Problem, Enchantment System & Gem System “TOGETHER” (BETA)](https://forum.norestforthewicked.com/t/the-rng-problem-enchantment-system-gem-system-together-beta/19706).

> [@Kaybris](#):
>
> You only ever needed to craft one item per slot. So the crafting system felt obsolete.

I don’t think that’s the reason, I thought it was because they wanted to make it more difficult to get the items you want with the effects you want (which is ridiculous, before it already took a lot of time, and now it takes even more time, and the difficulty is technically the same, it’s just takes a ridiculous amount of time).

> [@Kaybris](#):
>
> - I mainly used the “Patience” bow, spamming shift-jump attacks.
> - This allowed me to **cheese the entire game** , but it got boring fast.

With the changes we discussed earlier it shouldn’t be a problem anymore.

> [@Kaybris](#):
>
> When switching to:
> 
> - Spears
> - Rapiers
> - Dual daggers  
> … **damage felt terrible without perfect enchants.**

True, I used Rapiers and I liked them even if they were clearly weaker than other weapons.

If you want to know what happened to the Dual daggers I wrote it here: [Double DAGGERS Movesets and Runes can be Improved](https://forum.norestforthewicked.com/t/double-daggers-movesets-and-runes-can-be-improved/21208/1)

> [@Kaybris](#):
>
> With melee builds using 1h weapons: game suddenly too hard

Some of the strongest weapons are one-handed weapons, you just haven’t found them.

> [@Kaybris](#):
>
> None of us can reliably parry.

Correct, the perry is designed to be used only by expert players, you said you are casuals player and therefore it is normal, it is working as it is intended.

> [@Kaybris](#):
>
> Enemy attacks are **not clearly telegraphed**.

It depends, sometimes it’s true, Without indicating specific enemies and specific actions, the devs can’t adjust things based on this feedback.

> [@Kaybris](#):
>
> - We ignored the mechanic entirely
> - Trying to parry usually just leads to death

If it were simple and it wouldn’t be satisfying for expert players, even as it is now some complain that it can trivialize the game because giving 100 focus is too strong.

> [@Kaybris](#):
>
> Crucible – Too Punishing and Unrewarding for Casual Players

The crucible was designed specifically to be the most difficult challenge in the game, If you want to complete it, you can lower the difficulty or learn to play better.

> [@Kaybris](#):
>
> - Falling into chasms
> - Missing jumps due to controls

I agree with this though, the crucible is a roguelite and in roguelikes there isn’t much other than dying 100-0 from a fall and having to start over again.

> [@Kaybris](#):
>
> Casual content does not harm hardcore players.

I agree but still the Crucible is not meant for casuals.

And in any case the Crucible is not finished yet at this point it is “usable” but barely, it should be a roguelite but it gets repetitive too quickly.

We already know it will be reworked/updated so let’s wait and see.

> [@Kaybris](#):
>
> Let players choose:
> 
> - Easy content for casuals

I know others have told you this but there is a easy mode.

> [@Kaybris](#):
>
> - Two friends bought the game but **quit after 4 and 7 hours.**
> - Main reasons:
> - Controls felt too hard
> - Constant falling and dying
> - Difficulty controlling characters in combat

Understandable, I play all games with mouse and keyboard but NRFTW I play it with controller for this reason, I’ve been playing since the game came out, and before you couldn’t customize the controls. But from what I know they improved the mouse and keyboard controls a lot and the only problem that remained is the platforming on thin beams with WASD doesn’t work well and the only way to fix it is to use the “move towards the mouse” button.

> [@Kaybris](#):
>
> - Full plate armor:
> - Still die in a few hits
> - Full cloth armor:
> - Die in 2–3 hits

This is not true at all, the tank builds in this game are very strong, sometimes they trivialize the game.

> [@Kaybris](#):
>
> Runes Lack Clarity and Variety

here too it depends if you don’t do specific espi the devs can’t use the feedback.

> [@Kaybris](#):
>
> - Chest capacity is far too small.
> - Result:
> - Houses become **storage warehouses**

True.

> [@Kaybris](#):
>
> Playing solo when friends are **offline feels lonely.**

Go to the discord server and see if there is anyone willing to play for you, they can invite you as a guest or you can invite them as guests, the current multiplayer is the correct approach for this game.

> [@Kaybris](#):
>
> Unsure if technically possible

It’s not technically possible I think the devs have already done a lot to accommodate everyone for 4 players, at most I could increase it up to 6, 8 is already very unrealistic.

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_[View the full topic](https://forum.norestforthewicked.com/t/feedback-after-playing-co-op-with-3-friends-for-many-days-and-hours/21490)._
